in my routine I draw in order A -> B -> C -> D -> ... -> A have you tried drawing from x1 to < x2 ? instead of <= x2 ? I think I do something like that because of this part : if dx = 0 => do nothing and if dy = 0 => hline trace: lea -pitch.w,a2 * sub.w d2,d0 * d0: width beq.s return * if dx = 0 => d...

I have not made special checks / cases except : - for the clipping routine : when the polygon exits the screen at top, I draw an horizontal line y=0 for the corresponding abscisses - as said before, for lines where dy > dx, I have a different line routine that draw only one pixel for each x But exce...

Here i only draw the outline of the letter and do a xor pass to fillb the rotating logo. https://youtu.be/iNbVcFThTxY?t=18 You just have to be careful when drawing lines when dy is greater than dx. In this case you need a line draw than put only one pixel for each x. This is not a regular line draw ...

you copy a full bitplane on itself in xor mode with blitter with destadr = sourceadr + line size (160 bytes for instance). what it does is to make the horizontal borders of the outline working as a toggle fill / do not fill

If you can use the blitter, there is a way to just draw the outline of the polygon, then make a xor pass vertically from one screen plane on itself one line lower => it will fill the polygon. I do this here : https://youtu.be/iNbVcFThTxY?t=18 Sources are here : https://github.com/gibs75/demOS/blob/m...

The score is interpreted at each frame (50hz). The $F (15 in decimal) effect allow to specify how many frames a line into the score will last. For lowest tempos there is another calculation method as described in the mod format http://www.textfiles.com/programming/FORMATS/mod-form.txt (look at 15 Se...

It uses a format that is close to Amiga .MOD format (reason why I currently use regular soundtrackers to edit songs). In this file format you have both a samples table and then score data. Score data is composed of a list of patterns that tells which sample to play on which key, which effect to appl...

Thanx :) My first goal with this routine was to have a sound routine : - using STe DMA sound - that do not take too much CPU time in order to be used in a demo or a game. Currently it fits into the upper border (50hz) which is really convenient... - that can fits some minutes of musik on a floppy, w...

Hi Mark, Thanks for the great feedback :) It will take time for me to analyze all this ;) Some elements to begin : About the DMA timing I have received great advices from Nicolas Pomarede. Currently the routine expects the DMA to play between 2000 and 2004 samples per 20 ms frame and adapt dynamical...

Looking for info / facts about Microwire, I have found this old thread about sound routines. Let's wake it up with stats coming from another stuff... :) Here is my approach : https://github.com/gibs75/demOS/blob/master/DOCS/BLITSnd/README.md Keeping things fast, let's say below 16 cycles per sample ...

... I'd be very, very, very, very interested in such an extension! I pondered the possibility in this thread: http://atari-forum.com/viewtopic.php?f=15&t=33207&p=339572#p339572 The way I imagined it would be to tap into the VDI calls, and send the drawing instructions (not bitmap data) over...